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For Play: Gamification and Everyday ...
~
Hulsey, Nathan Lamar.
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For Play: Gamification and Everyday Life.
Record Type:
Electronic resources : Monograph/item
Title/Author:
For Play: Gamification and Everyday Life./
Author:
Hulsey, Nathan Lamar.
Description:
316 p.
Notes:
Source: Dissertation Abstracts International, Volume: 77-10(E), Section: A.
Contained By:
Dissertation Abstracts International77-10A(E).
Subject:
Mass communication. -
Online resource:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=10110700
ISBN:
9781339739458
For Play: Gamification and Everyday Life.
Hulsey, Nathan Lamar.
For Play: Gamification and Everyday Life.
- 316 p.
Source: Dissertation Abstracts International, Volume: 77-10(E), Section: A.
Thesis (Ph.D.)--North Carolina State University, 2015.
This study undertakes the analysis of gamification in the context of everyday life. Everyday life can be defined as the tactics used by subjects to navigate and find meaning in (or through) strategically deployed modes of power. Gamification uses game mechanics to promote engagement with applications, alter behaviors and collect, display and contextualize data. Gamified design represents a seductive strategy that utilizes play to promote control in the form of ludic protocol. Additionally, it is an ideological and design-based approach to surveillance that eschews disciplinary techniques of control; rather, gamification uses seduction, in the forms of games and play, to encourage people to perform, track and submit to the data of everyday life. This dissertation examines gamification from ontological, epistemological and affective angles. Additionally, it uses historical examples of pregamified technologies and techniques to explore gamification effect on environments, bodies and spaces.
ISBN: 9781339739458Subjects--Topical Terms:
2144804
Mass communication.
For Play: Gamification and Everyday Life.
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Source: Dissertation Abstracts International, Volume: 77-10(E), Section: A.
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Adviser: Adriana de Souza e Silva.
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Thesis (Ph.D.)--North Carolina State University, 2015.
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This study undertakes the analysis of gamification in the context of everyday life. Everyday life can be defined as the tactics used by subjects to navigate and find meaning in (or through) strategically deployed modes of power. Gamification uses game mechanics to promote engagement with applications, alter behaviors and collect, display and contextualize data. Gamified design represents a seductive strategy that utilizes play to promote control in the form of ludic protocol. Additionally, it is an ideological and design-based approach to surveillance that eschews disciplinary techniques of control; rather, gamification uses seduction, in the forms of games and play, to encourage people to perform, track and submit to the data of everyday life. This dissertation examines gamification from ontological, epistemological and affective angles. Additionally, it uses historical examples of pregamified technologies and techniques to explore gamification effect on environments, bodies and spaces.
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http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=10110700
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